Curse of Strahd, Land of Horror (Inactive)

Game Master DoubleGold

Undead, Werewolves, Dark entities, etc.
Map is up

Inits:
Fang -1
Agotaras -1
Cherry 2
Fhern 3
Orsik 0
Rag 1
Talsazzar 3


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CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

"You're wrong Agotaras. You definitely need a bath." Fang scrunches his eyes like he smells something truly terrible.


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

"Bahh fine. Don't want to offend his highness. I will have a bath too, as long as my room has a lock on it to keep my gear."

When he heads to the bath he still keeps the Sunsword with him.


8-07 Map DungeonMaster

who all is not staying at the inn? I will roll percentage dice to see if something attacks you during the night. Like 3% chance if you are sleeping outside.


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

I think I'm the only one, but I'm not going far, just the stables.


8-07 Map DungeonMaster

chance: 1d100 ⇒ 64 low numbers bad. Nothing, but the stables would have been nothing serious anyhow.

You all wake up in the morning, and you see someone digging at the way the church. But it is almost like the person is digging up the grave to remove a body and other stuff, not the other way around.


Inactive

"Halt!" Yells Orsik and approaches the person. "What are you doing with the graves?"


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

"What he said!"


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

Waking up groggy and donning her armor Agotaras he just stumbled downstairs when his companions start some sort of commotion.

"Oh what now... HEY! NO! BAD!" as he rushes towards the digger.


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

"Hey, hold on, don't rush to judge! This may be the local custom."


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

"I'm not rushing to.... fine."

He slow down but still gives a dirty look mumbling about grave robbers.


HP 136/136 | AC 36 | T 19 | FF 31| CMD 26 | Fort +13 | Ref +20 | Will +15 | Init +11 | Perc +20
Usable:
Bonded Ring (1/1), Channel (6/10), Charmer (2/3), Combat Healer (2/2), Energy Body (14/14)

Cherry pasys her gold and freshens up with a bath as well.. She stays near the rear of the group as they questions the grave diggers.

"In poor taste regardless of tradition.."


8-07 Map DungeonMaster

I was told to present a new bride to straud. Master thinks he will leave us alone if I help Straud do this. This is a mongol man, part goat like creature, part man 4 legs and 2 arms.


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

Fern rolls his eyes at the goatman. "I didn't know that vampire lords had trouble getting dates. I know they're not known for their mercy or sense of fair play, though. Is this going to be a thing, or are you willing to return to your master empty handed?"


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

"That's disgusting." says Fang, who then adds "This is the wrong sort of place for this kind of thing. There are probably other places you can do this that aren't here." with a bit more force in his voice.

Intimidation: 1d20 + 4 ⇒ (2) + 4 = 6


Inactive

"What?! Who is your master? We'll have to talk to him. And until we do, you will not touch another grave."


8-07 Map DungeonMaster

My master is inside Do you all all go inside?


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

Sure, why not?


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

"Aye you'd like us inside so you can keep making your unholy... hole. *mumbles* Blasted tricky words. *mumbles* You come with us."

Agotaras is happy to go in but doesn't want this to to keep at it. If the others go he follows.


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

"Fair enough. Lead on, magnificent beast!"


Inactive

Sure.


8-07 Map DungeonMaster

You all come inside the abbot, a large place of worship with several rooms, beautifully decorated.
Inside you see a handsome young man with blonde hair. He has a holy symbol around his neck that depicts the sun.
He greets you all with a smile Ah, welcome, what can I do for you all? I offer services. Or I can give you a tour of the place, it has golems, several mongrelfolk servants who worship well and a well kept large place of worship, well decorated. He is happy to see such new people in his place.


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

"What god is this a church of?"


Inactive

Religion: 1d20 + 3 ⇒ (8) + 3 = 11 For the holy symbol.

"Good morning. Did you tell the goatman outside to dig up a corpse for Strahd?" Orsik gets straight to business.


8-07 Map DungeonMaster

This is a church of the sunlord, Strahd doesn't worship the sunlord, but I will do all that I can to please him. We cannot beat him or get out of Barovia, so we will join him As he says with a smile
Orsik doesn't know anything else about the symbol other than it is the sunlord.
I may give Strahd multiple brides to choose from, see he lived for hundreds of years and misses his old bride. If you help me dig up bodies and reconfigure them, you will all realize what a wonderful idea it is that I had.
You look around the room a bit, the room has a table or two, and a couple of nice windows with painting on them. Nice oak wood, the room 20 feet by 20 feet, kind of small, but doors north an south. The south door you just came from was the worship room with lots of benches and looks a lot like a christian church, only instead of stuff depicting Jesus, it depicts the Sunlord. Sunlord painting are decorated on the windows, though deciphering their meaning is hard. He also has a painting of Strahd on one window, but it is poorly drawn. You can tell it is suppose to be Strahd and not just any vampire, but it is as the person who drew it only saw him once and only for a few seconds. The drawing has no magical power to it, nor can Strahd see through it, even though Strahd would normally be able to do such a thing with pictures depicted of him. Mostly and probably because it is missing too many details and can represent about a dozen other vampires that exist or have existed that look close to the picture.


8-07 Map DungeonMaster

So do you want to help me or not?


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

"ehhh... I can't speak for all of us, but I'm pretty sure that's a bit ghoulish for our taste. I'd be okay with leaving you to your work, but I'm guessing some of our more zealous members might be more interested in stopping your work."


Inactive

"He is right. The dead must remain undisturbed. They suffered enough in life. I will not help and will stop you if you try to dig corpses for Strahd."


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

"So, this is a cult to this vampire? Is that what I'm hearing?" says Fang politely, but with a dangerous tone to his voice.


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

Agotaras hangs to the back quietly fuming about what is going on here. He simply shakes his head no thought the conversation.


8-07 Map DungeonMaster

Okay then if you plan to stop me, please follow me to the north door, where you will all sign a petition saying no. And he walks through the north door.


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

"It would be much easier for us if you just attacked us now, so we could tell ourselves this was all self defense. This land has made a habit of convincing us violence is the only answer, you see. It's important for our self image to continue thinking we're doing the right thing, and that would be harder if we had to murder you in cold blood."


8-07 Map DungeonMaster

Very well, that is what I was going to do anyway.
He leaves the room and 25 mongrelfok are coming through one door and 25 through the other. 25 and 25 burst through the windows, crowding you all forcing you into melee, as they all crowd up as well. area effect gets one creature for each square it would cover in this.

init: 2 + 1d20 ⇒ 2 + (10) = 12 Mongrelfolk
init: -1 + 1d20 ⇒ -1 + (20) = 19Fang
init: -1 + 1d20 ⇒ -1 + (7) = 6Agotaras
init: 2 + 1d20 ⇒ 2 + (10) = 12Cherry
init: 3 + 1d20 ⇒ 3 + (15) = 18Fhern
init: 0 + 1d20 ⇒ 0 + (14) = 14Orsik
init: 1 + 1d20 ⇒ 1 + (19) = 20Rag
init: 3 + 1d20 ⇒ 3 + (18) = 21Talsazzar


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

"If any of you enjoy having all of your insides stay that way, back up to the edge of the wall and I won't hew your limbs from your body. Anyone who wants me to send them to their god, please feel free to come on up."

Fang will then illustrate his point by attacking enemies within his reach, focusing on one enemy until it drops.

Attack Rolls: 1d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (6) + 7 = 13
Damage Rolls: 1d8 + 4 ⇒ (2) + 4 = 61d8 + 4 ⇒ (4) + 4 = 8


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

It's hard to know where to put it for maximum effect without a map, but I'm going to throw down a spike growth in front of us to slow them down.

It's a 20ft radius of difficult terrain and 2d4 damage for every 5ft moved through.

Fhern calls out after the priest. "Thank you!"


HP 136/136 | AC 36 | T 19 | FF 31| CMD 26 | Fort +13 | Ref +20 | Will +15 | Init +11 | Perc +20
Usable:
Bonded Ring (1/1), Channel (6/10), Charmer (2/3), Combat Healer (2/2), Energy Body (14/14)

On her turn Cherry will cast burning hands, reflex 16 for half, she goes the same time as the mongrel folk.. Using a 2nd level slot..

This could have been a lot easier.

Burning Hands: 4d6 ⇒ (4, 2, 6, 5) = 17


8-07 Map DungeonMaster

dex: -1 + 1d20 ⇒ -1 + (13) = 12 Cherry hits 10 of them, but they have a lot of HP, so it kills none of them, burning hands only covers 7 squares, but some are on the walls, so 3d cone, you get a few extras
dex: -1 + 1d20 ⇒ -1 + (8) = 7
dex: -1 + 1d20 ⇒ -1 + (9) = 8
dex: -1 + 1d20 ⇒ -1 + (2) = 1
dex: -1 + 1d20 ⇒ -1 + (12) = 11
dex: -1 + 1d20 ⇒ -1 + (11) = 10
dex: -1 + 1d20 ⇒ -1 + (9) = 8
dex: -1 + 1d20 ⇒ -1 + (20) = 19 and only one saved
dex: -1 + 1d20 ⇒ -1 + (12) = 11
dex: -1 + 1d20 ⇒ -1 + (10) = 9
Fang finishes off one of them. 100 Mongrel folk on the floor, 100 mongrel folk, kill one drop one to the ground, 99 Mongrel folk on the floor.

Fhern gets 40 of them in the spike growth, one for each square.
If it was a cube or a sphere it would be even more, cause some are spiderclimbing on the vertical walls, none on the ceiling.
Tal and Orsik and Rag are up I expect this fight to last like 2 rounds


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

"What the... fine line up and I will kill ya one at a time."

Sunsword 1: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Sunsword 2: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 6 ⇒ (6) + 6 = 12


Inactive

"Is there anything in this place that doesn't want to kill us?"

Osrik summons the spirits to protect himself and his friends.

Spirit Guardians dmg, radiant: 3d8 ⇒ (6, 4, 1) = 11 15-foot radius, Wis save DC 15 for half.

Concentration: Spirit Guardians.


8-07 Map DungeonMaster

Agotaras kills one uninjured one as he can't reach the injured ones(98 left, and quite a few have to get out of the vines, 9 injured)
Orsik has an aura of radiance around him.


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

This is like GM torture. All those attack rolls.


8-07 Map DungeonMaster

I would assume Tal would fireball dmg: 8d6 ⇒ (2, 2, 1, 4, 2, 1, 1, 1) = 14 and would empower spell dmg: 4d6 ⇒ (6, 6, 3, 3) = 18 rerolling all them 1s.
28 damage to 45 creatures, overlapping with the burning hands ones too
problem is, the burning hands ones aren't guaranteed to die if they save against this, dc 14
dex: -1 + 1d20 ⇒ -1 + (10) = 9
dex: -1 + 1d20 ⇒ -1 + (17) = 16
dex: -1 + 1d20 ⇒ -1 + (18) = 17
dex: -1 + 1d20 ⇒ -1 + (7) = 6
dex: -1 + 1d20 ⇒ -1 + (12) = 11
dex: -1 + 1d20 ⇒ -1 + (15) = 14
dex: -1 + 1d20 ⇒ -1 + (10) = 9
dex: -1 + 1d20 ⇒ -1 + (9) = 8
dex: -1 + 1d20 ⇒ -1 + (3) = 2
dex: -1 + 1d20 ⇒ -1 + (17) = 16
dex: -1 + 1d20 ⇒ -1 + (11) = 10
dex: -1 + 1d20 ⇒ -1 + (11) = 10
dex: -1 + 1d20 ⇒ -1 + (16) = 15
dex: -1 + 1d20 ⇒ -1 + (13) = 12
dex: -1 + 1d20 ⇒ -1 + (17) = 16
dex: -1 + 1d20 ⇒ -1 + (8) = 7
dex: -1 + 1d20 ⇒ -1 + (20) = 19
dex: -1 + 1d20 ⇒ -1 + (4) = 3
dex: -1 + 1d20 ⇒ -1 + (6) = 5
dex: -1 + 1d20 ⇒ -1 + (19) = 18
dex: -1 + 1d20 ⇒ -1 + (8) = 7
dex: -1 + 1d20 ⇒ -1 + (7) = 6
dex: -1 + 1d20 ⇒ -1 + (20) = 19
dex: -1 + 1d20 ⇒ -1 + (16) = 15
dex: -1 + 1d20 ⇒ -1 + (17) = 16
dex: -1 + 1d20 ⇒ -1 + (13) = 12
dex: -1 + 1d20 ⇒ -1 + (1) = 0
dex: -1 + 1d20 ⇒ -1 + (17) = 16
dex: -1 + 1d20 ⇒ -1 + (15) = 14
dex: -1 + 1d20 ⇒ -1 + (2) = 1
dex: -1 + 1d20 ⇒ -1 + (10) = 9
dex: -1 + 1d20 ⇒ -1 + (16) = 15
dex: -1 + 1d20 ⇒ -1 + (17) = 16
dex: -1 + 1d20 ⇒ -1 + (9) = 8
dex: -1 + 1d20 ⇒ -1 + (10) = 9
dex: -1 + 1d20 ⇒ -1 + (1) = 0
dex: -1 + 1d20 ⇒ -1 + (6) = 5
dex: -1 + 1d20 ⇒ -1 + (5) = 4
dex: -1 + 1d20 ⇒ -1 + (10) = 9
dex: -1 + 1d20 ⇒ -1 + (16) = 15
dex: -1 + 1d20 ⇒ -1 + (11) = 10
dex: -1 + 1d20 ⇒ -1 + (19) = 18
dex: -1 + 1d20 ⇒ -1 + (15) = 14
dex: -1 + 1d20 ⇒ -1 + (17) = 16
dex: -1 + 1d20 ⇒ -1 + (5) = 4
so 19 survive the blast. 26 die, but wait the burning hands ones, the first 8 would die of the Aura even if they saved against burning hands, so 29 die. Plus 2 from earliers, so 31 dead.

Oh some of them will have to move out of the vines
28 of them at the edges dmg: 2d4 ⇒ (2, 2) = 4
14 two steps out dmg: 2d4 ⇒ (2, 4) = 6
4 of them 3 steps out dmg: 2d4 ⇒ (4, 3) = 7

every single Mongrelfolk would go in and out, provoking, but you only get one reaction per turn. They are melee, so one steps in strikes and steps all the way out so another can move in, etc.
In lameness terms, they would all enter the aura of Orsik

69 alive, so I have to do this 69 times. starting with the most injured ones, ones with 17 dmg on them from vine blighted
wis: 0 + 1d20 ⇒ 0 + (4) = 4
wis: 0 + 1d20 ⇒ 0 + (12) = 12
wis: 0 + 1d20 ⇒ 0 + (4) = 4
wis: 0 + 1d20 ⇒ 0 + (16) = 16
66 left, anything else would survive, even the fireballed ones that took 14 dmg, oh wait a second, Tal could have used two sorcery points, the other one would add his cha modifier to dmg fireball dmg. That means a saved one would take 16 dmg and as they have 26 HP, a failed wis save would mean death, so we will do the 16 that weren't burning hands but were fireballed.

wis: 0 + 1d20 ⇒ 0 + (4) = 4
wis: 0 + 1d20 ⇒ 0 + (2) = 2
wis: 0 + 1d20 ⇒ 0 + (19) = 19
wis: 0 + 1d20 ⇒ 0 + (3) = 3
wis: 0 + 1d20 ⇒ 0 + (16) = 16
wis: 0 + 1d20 ⇒ 0 + (3) = 3
wis: 0 + 1d20 ⇒ 0 + (19) = 19
wis: 0 + 1d20 ⇒ 0 + (19) = 19
wis: 0 + 1d20 ⇒ 0 + (20) = 20
wis: 0 + 1d20 ⇒ 0 + (13) = 13
wis: 0 + 1d20 ⇒ 0 + (16) = 16
wis: 0 + 1d20 ⇒ 0 + (17) = 17
wis: 0 + 1d20 ⇒ 0 + (14) = 14
wis: 0 + 1d20 ⇒ 0 + (16) = 16
wis: 0 + 1d20 ⇒ 0 + (14) = 14
wis: 0 + 1d20 ⇒ 0 + (11) = 11
are you kidding me, 8 survived that? Grr. 58 left, rolled wis saves for 20 of the original 69 that I was suppose to, so 49 saves to go

wis: 0 + 1d20 ⇒ 0 + (5) = 5
wis: 0 + 1d20 ⇒ 0 + (15) = 15
wis: 0 + 1d20 ⇒ 0 + (13) = 13
wis: 0 + 1d20 ⇒ 0 + (18) = 18
wis: 0 + 1d20 ⇒ 0 + (6) = 6
wis: 0 + 1d20 ⇒ 0 + (9) = 9
wis: 0 + 1d20 ⇒ 0 + (4) = 4
wis: 0 + 1d20 ⇒ 0 + (15) = 15
wis: 0 + 1d20 ⇒ 0 + (17) = 17
wis: 0 + 1d20 ⇒ 0 + (9) = 9
wis: 0 + 1d20 ⇒ 0 + (14) = 14
wis: 0 + 1d20 ⇒ 0 + (10) = 10
wis: 0 + 1d20 ⇒ 0 + (2) = 2
wis: 0 + 1d20 ⇒ 0 + (11) = 11
wis: 0 + 1d20 ⇒ 0 + (5) = 5
wis: 0 + 1d20 ⇒ 0 + (17) = 17
wis: 0 + 1d20 ⇒ 0 + (2) = 2
wis: 0 + 1d20 ⇒ 0 + (18) = 18
wis: 0 + 1d20 ⇒ 0 + (12) = 12
wis: 0 + 1d20 ⇒ 0 + (18) = 18
wis: 0 + 1d20 ⇒ 0 + (5) = 5
wis: 0 + 1d20 ⇒ 0 + (18) = 18
wis: 0 + 1d20 ⇒ 0 + (12) = 12
wis: 0 + 1d20 ⇒ 0 + (10) = 10
wis: 0 + 1d20 ⇒ 0 + (7) = 7
wis: 0 + 1d20 ⇒ 0 + (7) = 7
wis: 0 + 1d20 ⇒ 0 + (4) = 4
wis: 0 + 1d20 ⇒ 0 + (18) = 18
wis: 0 + 1d20 ⇒ 0 + (8) = 8
wis: 0 + 1d20 ⇒ 0 + (16) = 16
wis: 0 + 1d20 ⇒ 0 + (7) = 7
wis: 0 + 1d20 ⇒ 0 + (11) = 11
wis: 0 + 1d20 ⇒ 0 + (9) = 9
wis: 0 + 1d20 ⇒ 0 + (6) = 6
wis: 0 + 1d20 ⇒ 0 + (16) = 16
wis: 0 + 1d20 ⇒ 0 + (18) = 18
wis: 0 + 1d20 ⇒ 0 + (9) = 9
wis: 0 + 1d20 ⇒ 0 + (2) = 2
wis: 0 + 1d20 ⇒ 0 + (20) = 20
wis: 0 + 1d20 ⇒ 0 + (19) = 19
wis: 0 + 1d20 ⇒ 0 + (4) = 4
wis: 0 + 1d20 ⇒ 0 + (14) = 14
wis: 0 + 1d20 ⇒ 0 + (10) = 10
wis: 0 + 1d20 ⇒ 0 + (15) = 15
wis: 0 + 1d20 ⇒ 0 + (3) = 3
wis: 0 + 1d20 ⇒ 0 + (13) = 13
wis: 0 + 1d20 ⇒ 0 + (4) = 4
wis: 0 + 1d20 ⇒ 0 + (2) = 2
wis: 0 + 1d20 ⇒ 0 + (1) = 1


8-07 Map DungeonMaster

And now I have to roll 58 attacks, separate post, so you can all see it better, more like 106 attacks, cause they have multi-attack

We will start with the most armored person, Ago and work our way down

hit: 3 + 1d20 ⇒ 3 + (18) = 21
hit: 3 + 1d20 ⇒ 3 + (2) = 5
hit: 3 + 1d20 ⇒ 3 + (15) = 18
hit: 3 + 1d20 ⇒ 3 + (1) = 4
hit: 3 + 1d20 ⇒ 3 + (13) = 16
hit: 3 + 1d20 ⇒ 3 + (8) = 11
hit: 3 + 1d20 ⇒ 3 + (7) = 10
hit: 3 + 1d20 ⇒ 3 + (6) = 9
hit: 3 + 1d20 ⇒ 3 + (20) = 23
hit: 3 + 1d20 ⇒ 3 + (14) = 17
hit: 3 + 1d20 ⇒ 3 + (19) = 22
hit: 3 + 1d20 ⇒ 3 + (5) = 8
hit: 3 + 1d20 ⇒ 3 + (15) = 18
hit: 3 + 1d20 ⇒ 3 + (17) = 20
hit: 3 + 1d20 ⇒ 3 + (17) = 20
hit: 3 + 1d20 ⇒ 3 + (19) = 22
hit: 3 + 1d20 ⇒ 3 + (1) = 4
hit: 3 + 1d20 ⇒ 3 + (19) = 22
hit: 3 + 1d20 ⇒ 3 + (16) = 19
hit: 3 + 1d20 ⇒ 3 + (15) = 18
hit: 3 + 1d20 ⇒ 3 + (11) = 14
hit: 3 + 1d20 ⇒ 3 + (8) = 11
hit: 3 + 1d20 ⇒ 3 + (2) = 5
hit: 3 + 1d20 ⇒ 3 + (9) = 12
hit: 3 + 1d20 ⇒ 3 + (5) = 8
hit: 3 + 1d20 ⇒ 3 + (6) = 9
hit: 3 + 1d20 ⇒ 3 + (14) = 17
hit: 3 + 1d20 ⇒ 3 + (2) = 5
hit: 3 + 1d20 ⇒ 3 + (10) = 13
hit: 3 + 1d20 ⇒ 3 + (12) = 15
hit: 3 + 1d20 ⇒ 3 + (9) = 12
hit: 3 + 1d20 ⇒ 3 + (10) = 13
hit: 3 + 1d20 ⇒ 3 + (15) = 18
hit: 3 + 1d20 ⇒ 3 + (11) = 14
hit: 3 + 1d20 ⇒ 3 + (8) = 11
hit: 3 + 1d20 ⇒ 3 + (3) = 6
hit: 3 + 1d20 ⇒ 3 + (13) = 16
hit: 3 + 1d20 ⇒ 3 + (14) = 17
hit: 3 + 1d20 ⇒ 3 + (6) = 9
hit: 3 + 1d20 ⇒ 3 + (20) = 23
hit: 3 + 1d20 ⇒ 3 + (8) = 11
hit: 3 + 1d20 ⇒ 3 + (12) = 15
hit: 3 + 1d20 ⇒ 3 + (7) = 10
hit: 3 + 1d20 ⇒ 3 + (14) = 17
hit: 3 + 1d20 ⇒ 3 + (1) = 4
hit: 3 + 1d20 ⇒ 3 + (4) = 7
hit: 3 + 1d20 ⇒ 3 + (3) = 6
hit: 3 + 1d20 ⇒ 3 + (6) = 9
hit: 3 + 1d20 ⇒ 3 + (16) = 19
hit: 3 + 1d20 ⇒ 3 + (1) = 4
hit: 3 + 1d20 ⇒ 3 + (2) = 5
hit: 3 + 1d20 ⇒ 3 + (10) = 13
hit: 3 + 1d20 ⇒ 3 + (15) = 18
hit: 3 + 1d20 ⇒ 3 + (12) = 15
hit: 3 + 1d20 ⇒ 3 + (2) = 5
hit: 3 + 1d20 ⇒ 3 + (10) = 13
hit: 3 + 1d20 ⇒ 3 + (2) = 5
hit: 3 + 1d20 ⇒ 3 + (19) = 22
hit: 3 + 1d20 ⇒ 3 + (12) = 15
hit: 3 + 1d20 ⇒ 3 + (4) = 7
hit: 3 + 1d20 ⇒ 3 + (15) = 18
hit: 3 + 1d20 ⇒ 3 + (20) = 23
hit: 3 + 1d20 ⇒ 3 + (17) = 20
hit: 3 + 1d20 ⇒ 3 + (8) = 11
hit: 3 + 1d20 ⇒ 3 + (20) = 23
hit: 3 + 1d20 ⇒ 3 + (3) = 6
hit: 3 + 1d20 ⇒ 3 + (4) = 7
hit: 3 + 1d20 ⇒ 3 + (4) = 7
hit: 3 + 1d20 ⇒ 3 + (5) = 8
hit: 3 + 1d20 ⇒ 3 + (5) = 8
hit: 3 + 1d20 ⇒ 3 + (17) = 20
hit: 3 + 1d20 ⇒ 3 + (19) = 22
hit: 3 + 1d20 ⇒ 3 + (4) = 7
hit: 3 + 1d20 ⇒ 3 + (6) = 9
hit: 3 + 1d20 ⇒ 3 + (8) = 11
hit: 3 + 1d20 ⇒ 3 + (16) = 19
hit: 3 + 1d20 ⇒ 3 + (7) = 10
hit: 3 + 1d20 ⇒ 3 + (14) = 17
hit: 3 + 1d20 ⇒ 3 + (15) = 18
hit: 3 + 1d20 ⇒ 3 + (8) = 11
hit: 3 + 1d20 ⇒ 3 + (11) = 14
hit: 3 + 1d20 ⇒ 3 + (16) = 19
hit: 3 + 1d20 ⇒ 3 + (10) = 13
hit: 3 + 1d20 ⇒ 3 + (2) = 5
hit: 3 + 1d20 ⇒ 3 + (11) = 14
hit: 3 + 1d20 ⇒ 3 + (11) = 14
hit: 3 + 1d20 ⇒ 3 + (17) = 20
hit: 3 + 1d20 ⇒ 3 + (20) = 23
hit: 3 + 1d20 ⇒ 3 + (5) = 8
hit: 3 + 1d20 ⇒ 3 + (7) = 10
hit: 3 + 1d20 ⇒ 3 + (13) = 16
hit: 3 + 1d20 ⇒ 3 + (11) = 14
hit: 3 + 1d20 ⇒ 3 + (11) = 14
hit: 3 + 1d20 ⇒ 3 + (12) = 15
hit: 3 + 1d20 ⇒ 3 + (9) = 12
hit: 3 + 1d20 ⇒ 3 + (18) = 21
hit: 3 + 1d20 ⇒ 3 + (19) = 22
hit: 3 + 1d20 ⇒ 3 + (7) = 10
hit: 3 + 1d20 ⇒ 3 + (1) = 4
hit: 3 + 1d20 ⇒ 3 + (20) = 23
hit: 3 + 1d20 ⇒ 3 + (20) = 23
hit: 3 + 1d20 ⇒ 3 + (2) = 5
hit: 3 + 1d20 ⇒ 3 + (20) = 23
hit: 3 + 1d20 ⇒ 3 + (4) = 7
hit: 3 + 1d20 ⇒ 3 + (11) = 14
hit: 3 + 1d20 ⇒ 3 + (20) = 23

edit coming to calculate dmg, 11 hits, 7 crits, but he does have heavy armor master and average damge is 2.5

Normal hits, dmg is 1d4+1, so ignore all d2s and below d4s: 11d4 ⇒ (2, 2, 2, 3, 1, 3, 4, 4, 1, 4, 1) = 27 so after reductions, Ago takes 8 dmg from normal hits after reductions

Okay now crits d4s: 14d4 + 7 - 21 ⇒ (3, 3, 3, 1, 2, 2, 2, 4, 2, 3, 2, 1, 3, 3) + 7 - 21 = 20 ignore all double 1s, so so they all go through and actually do dmg, so I'm editig this to say 14d4+7 since that number isn't doubled -21 since he'd still take three less from each hit, being critted 7 times
Ago takes 20 damage from crits after reduction

All heroes are up, and all heroes get an Aoo, any damage greater than 3 on an Aoo kills a Mongrelfolk as we are starting with the very injured ones first

Yes this is DM's nightmare, cause now I'm tracking dmg on 58 creatures.


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

Attack of Op: 1d20 + 7 ⇒ (16) + 7 = 23 If I hit, it dies, since I do 1d8+4

Fang's silvered axe flashed in the light as he hacks his way into and through the beastmen. I am putting an attack into each of them, since we have area of effect damage.

Attack Rolls: 1d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (20) + 7 = 27
Damage Rolls: 1d8 + 4 ⇒ (1) + 4 = 51d8 + 4 ⇒ (6) + 4 = 10
Crit Damage: 1d8 ⇒ 1 11 total.

Action Surge Attack Rolls: 1d20 + 7 ⇒ (1) + 7 = 81d20 + 7 ⇒ (18) + 7 = 25
Damage Rolls: 1d8 + 4 ⇒ (4) + 4 = 81d8 + 4 ⇒ (2) + 4 = 6


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

"So many targets."

Agotaras smiles wide as he continues to swing his sunblade.

Sunsword 1: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Sunsword 1: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


HP 136/136 | AC 36 | T 19 | FF 31| CMD 26 | Fort +13 | Ref +20 | Will +15 | Init +11 | Perc +20
Usable:
Bonded Ring (1/1), Channel (6/10), Charmer (2/3), Combat Healer (2/2), Energy Body (14/14)

A spoiler would help with all those attack rolls.. Also if all their attacks are the same mod why not just roll 58d20 and do the math.. Would be easier..

Cherry heals Ago as her bonus action and burning hands again. Using 2nd level spell again.

"Fanatical aren't they!"

Heals: 1d4 + 5 ⇒ (4) + 5 = 9

Burning Hands: 4d6 ⇒ (2, 6, 1, 3) = 12 Reflex 15

Forgot AoO..

Rapier: 1d20 + 2 ⇒ (14) + 2 = 16
Dam: 1d6 + 2 ⇒ (2) + 2 = 4


Inactive

AoO: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Orsik takes an opportunity to hammer a mongrel folk on the head, while keeping his guarding aura active. He also speaks a quick prayer to heal the some of Agotaras wounds.

Spirit Guardians dmg, radiant: 3d8 ⇒ (6, 8, 5) = 19 15-foot radius, Wis save DC 15 for half.

Healing Word, Ago: 1d4 + 7 ⇒ (2) + 7 = 9

Concentration: Spirit Guardians.


8-07 Map DungeonMaster

Fang destroys 3 with no problem, Agotaras chops down 2

I'll have them make Dex saves against Cherry's burning hands, starting with the least hurt ones to set them up against the aura, not quite as spread out so, she gets 5

dex saves:

dex: -1 + 1d20 ⇒ -1 + (19) = 18
dex: -1 + 1d20 ⇒ -1 + (18) = 17
dex: -1 + 1d20 ⇒ -1 + (8) = 7
dex: -1 + 1d20 ⇒ -1 + (17) = 16
dex: -1 + 1d20 ⇒ -1 + (3) = 2

47 of the 53 left have enough damage on of them that if they fail the guardians, guaranteed death, I start with the most injured and work the way down, I'll roll them now. The first 8 are guaranteed death even with a save.

wis saves:

the first 8
will: 0 + 1d20 ⇒ 0 + (20) = 20
will: 0 + 1d20 ⇒ 0 + (4) = 4
will: 0 + 1d20 ⇒ 0 + (4) = 4
will: 0 + 1d20 ⇒ 0 + (2) = 2
will: 0 + 1d20 ⇒ 0 + (2) = 2
will: 0 + 1d20 ⇒ 0 + (5) = 5
will: 0 + 1d20 ⇒ 0 + (17) = 17
will: 0 + 1d20 ⇒ 0 + (5) = 5

the other 39, starting with the 5 burning hands victims
will: 0 + 1d20 ⇒ 0 + (9) = 9
will: 0 + 1d20 ⇒ 0 + (3) = 3
will: 0 + 1d20 ⇒ 0 + (13) = 13
will: 0 + 1d20 ⇒ 0 + (9) = 9
will: 0 + 1d20 ⇒ 0 + (14) = 14 which all die
will: 0 + 1d20 ⇒ 0 + (10) = 10 the ones thorned twice are next, if they were thorned and saved the first time, they die, 4 out of the 14 thorned ones saved last time, we start with failed, failed ones
will: 0 + 1d20 ⇒ 0 + (4) = 4 2
will: 0 + 1d20 ⇒ 0 + (12) = 12 3
will: 0 + 1d20 ⇒ 0 + (17) = 17 4, dead even though he saved
will: 0 + 1d20 ⇒ 0 + (14) = 14 5
will: 0 + 1d20 ⇒ 0 + (8) = 8 6
will: 0 + 1d20 ⇒ 0 + (17) = 17 7
will: 0 + 1d20 ⇒ 0 + (10) = 10 8
will: 0 + 1d20 ⇒ 0 + (10) = 10 9
will: 0 + 1d20 ⇒ 0 + (16) = 16 10
will: 0 + 1d20 ⇒ 0 + (16) = 1611
will: 0 + 1d20 ⇒ 0 + (1) = 112
will: 0 + 1d20 ⇒ 0 + (8) = 813
will: 0 + 1d20 ⇒ 0 + (15) = 1514
will: 0 + 1d20 ⇒ 0 + (6) = 6
will: 0 + 1d20 ⇒ 0 + (2) = 2
will: 0 + 1d20 ⇒ 0 + (14) = 14
will: 0 + 1d20 ⇒ 0 + (13) = 13
will: 0 + 1d20 ⇒ 0 + (10) = 10
will: 0 + 1d20 ⇒ 0 + (16) = 16
will: 0 + 1d20 ⇒ 0 + (7) = 7
will: 0 + 1d20 ⇒ 0 + (4) = 4
will: 0 + 1d20 ⇒ 0 + (18) = 18
will: 0 + 1d20 ⇒ 0 + (3) = 3
will: 0 + 1d20 ⇒ 0 + (12) = 12
will: 0 + 1d20 ⇒ 0 + (13) = 13
will: 0 + 1d20 ⇒ 0 + (1) = 1
will: 0 + 1d20 ⇒ 0 + (1) = 1
will: 0 + 1d20 ⇒ 0 + (13) = 13
will: 0 + 1d20 ⇒ 0 + (7) = 7
will: 0 + 1d20 ⇒ 0 + (17) = 17
will: 0 + 1d20 ⇒ 0 + (2) = 2
will: 0 + 1d20 ⇒ 0 + (19) = 19
will: 0 + 1d20 ⇒ 0 + (17) = 17

Then the last 6 who aren't going to die
will: 0 + 1d20 ⇒ 0 + (20) = 20
will: 0 + 1d20 ⇒ 0 + (12) = 12
will: 0 + 1d20 ⇒ 0 + (5) = 5
will: 0 + 1d20 ⇒ 0 + (7) = 7
will: 0 + 1d20 ⇒ 0 + (20) = 20
will: 0 + 1d20 ⇒ 0 + (2) = 2

The Aura will kill 38 out of the 53 that was remaining.

The rest of you still have a turn, I was just doing that for ease


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

Since they're moving in and out around us so much, I'll lay down a different spike growth under the densest group I can get.


8-07 Map DungeonMaster

Yeah, you'll get the other 15

headace if you want to read:
d15: 1d15 ⇒ 11 this is how many are at edge, 1 move away. d15: 1d15 ⇒ 4 this is how many are 2 moves away, this number can't be higher than the first, the rest of them will be 3 moves away. and the rolls just happen to add up to 15 anyway.

Out of the 15 left, 2 have 14 dmg on them, 5 have 18 dmg on them and the rest, other 8 have 24 dmg on them.
dmg: 2d4 ⇒ (1, 2) = 3 so the first 11 take 3
dmg: 2d4 ⇒ (2, 3) = 5 the other 4 take 8.
how many 14dmg are in the middle: 1d3 ⇒ 1 roll of a 3 means none
okay, so 3 left in the middle
how many 18dmg are in the middle: 1d4 ⇒ 2 roll of 4 means none
So..One 14 dmg mongrel, Two 18 dmg mongrel, and one 24 dmg mongrel take 8 dmg, which means 3 dead in that category
One 14 dmg mongrel, three 18 dmg mongrel and seven 24 dmg mongrel take 3 dmg, which means 7 dead in that category
5 alive, 21 dmg on three of them, 17 dmg on one, 22 dmg on one


5 alive, can someone do it?! Dmg on them ranges from 17 to 22.

edit missed Cherry's aao which one: 1d5 ⇒ 5 number 5 which had 22 dmg, dead
as well as Orsisk which one: 1d5 ⇒ 2 number 2 which had 21 dmg, dead.

3 alive!! 21 dmg, 21 dmg, 17 dmg


8-07 Map DungeonMaster

Rag and Tal will finish them off and the bodies vaporize
You can search the rest of the church room by room, but no sight of the man. You do see tracks leading out the building, and the place a mess, stuff knocked over, etc, one mongrelfolk still digging and 4 Hobgoblin captains just outside the build as you exist the building. The church also did have a library. We've been told you've started a ruckus in here. And that you were destroying the place, care to explain?

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